새 전투 엔진 중간 반영

This commit is contained in:
2018-08-18 02:26:27 +09:00
parent ea5a25a671
commit fb8d3a038d
4 changed files with 321 additions and 140 deletions
+111 -41
View File
@@ -38,73 +38,132 @@ function processWar_NG(
$logger->pushGeneralActionLog("<G><b>{$city->name}</b></>{$josaRo} <M>진격</>합니다. <1>$date</>");
for($currPhase = 0; $currPhase <= $maxPhase; $currPhase+=1){
if($defender !== null && $defender->getPhase() == 0){
if($defender === null){
$defender = $city;
if($rawDefenderNation['rice'] <= 0){
$conquerCity = true;
break;
}
}
if($defender->getPhase() == 0){
$defender->setPrePhase($currPhase);
$attacker->addTrain(1);
$defender->addTrain(1);
$josaWa = JosaUtil::pick($attacker->getCrewType()->name, '와');
$josaYi = JosaUtil::pick($defender->getCrewType()->name, '');
$logger->pushGlobalActionLog("<Y>{$attacker->getName()}</>의 {$attacker->getCrewType()->name}{$josaWa} <Y>{$defender->getName()}</>의 {$defender->getCrewType()->name}{$josaYi} 대결합니다.");
$josaUl = JosaUtil::pick($defender->getCrewType()->name, '을');
$josaRo = JosaUtil::pick($attacker->getCrewType()->name, '');
$attacker->getLogger()->pushGeneralActionLog("{$attacker->getCrewType()->name}{$josaRo} <Y>{$defender->name}</>의 {$defender->getCrewType()->name}{$josaUl} <M>공격</>합니다.");
$defender->getLogger()->pushGeneralActionLog("{$defender->getCrewType()->name}{$josaRo} <Y>{$attacker->name}</>의 {$attacker->getCrewType()->name}{$josaUl} <M>수비</>합니다.");
if($defender instanceof WarUnitGeneral){
$josaWa = JosaUtil::pick($attacker->getCrewType()->name, '');
$josaYi = JosaUtil::pick($defender->getCrewType()->name, '이');
$logger->pushGlobalActionLog("<Y>{$attacker->getName()}</>의 {$attacker->getCrewType()->name}{$josaWa} <Y>{$defender->getName()}</>의 {$defender->getCrewType()->name}{$josaYi} 대결합니다.");
$josaUl = JosaUtil::pick($defender->getCrewType()->name, '');
$josaRo = JosaUtil::pick($attacker->getCrewType()->name, '로');
$attacker->getLogger()->pushGeneralActionLog("{$attacker->getCrewType()->name}{$josaRo} <Y>{$defender->name}</>의 {$defender->getCrewType()->name}{$josaUl} <M>공격</>합니다.");
$defender->getLogger()->pushGeneralActionLog("{$defender->getCrewType()->name}{$josaRo} <Y>{$attacker->name}</>의 {$attacker->getCrewType()->name}{$josaUl} <M>수비</>합니다.");
}
else{
$josaYi = JosaUtil::pick($attacker->getName(), '이');
$josaRo = JosaUtil::pick($attacker->getCrewType()->name, '로');
$logger->pushGlobalActionLog("<Y>{$attacker->getName()}</>{$josaYi} {$attacker->getCrewType()->name}{$josaRo} 성벽을 공격합니다.");
$logger->pushGeneralActionLog("<C>●</>{$generalCrewType->name}{$josaRo} 성벽을 <M>공격</>합니다.", ActionLogger::PLAIN);
}
$defender->useBattleInitItem();
$attacker->setOppose($defender);
$defender->setOppose($attacker);
$attacker->useActiveItem();
$defender->useActiveItem();
//TODO: 수극 류 아이템 사용
}
else if($defender === null && $rawDefenderNation['rice'] > 0){
$defender = $city;
$defender->setPrePhase($currPhase);
$attacker->checkBattleBeginSkill();
$defender->checkBattleBeginSkill();
$josaYi = JosaUtil::pick($attacker->getName(), '이');
$josaRo = JosaUtil::pick($attacker->getCrewType()->name, '로');
$logger->pushGlobalActionLog("<Y>{$attacker->getName()}</>{$josaYi} {$attacker->getCrewType()->name}{$josaRo} 성벽을 공격합니다.");
$logger->pushGeneralActionLog("<C>●</>{$generalCrewType->name}{$josaRo} 성벽을 <M>공격</>합니다.", ActionLogger::PLAIN);
$attacker->checkBattleBeginItem();
$defender->checkBattleBeginItem();
$defender->useBattleInitItem();
$attacker->setOppose($defender);
$defender->setOppose($attacker);
}
else if($defender === null){
$defender = $city;
$conquerCity = true;
//TODO: 병량 패퇴를 여기에 넣어야 하는가?
break;
$attacker->applyBattleBeginSkillAndItem();
$defender->applyBattleBeginSkillAndItem();
}
$attacker->computeWarPower();
$defender->computeWarPower();
//TODO: 1합씩 공격(마법도 여기에서)
$attacker->checkActiveSkill();
$defender->checkActiveSkill();
//TODO: 쌀 소모 반영
$attacker->checkActiveItem();
$defender->checkActiveItem();
$attacker->applyActiveSkillAndItem();
$defender->applyActiveSkillAndItem();
$killedDefender = $attacker->tryAttackInPhase();
$killedAttacker = $defender->tryAttackInPhase();
//NOTE: 쌀 소모는 tryAttackInPhase 내에서 반영
$attackerHP = $attacker->getHP();
$defenderHP = $defender->getHP();
if($killedAttacker > $attackerHP || $killedDefender > $defenderHP){
$killedAttackerRatio = $attackerHP / $killedAttacker;
$killedDefenderRatio = $defenderHP / $killedDefender;
if($killedDefenderRatio < $killedAttackerRatio){
//수비자가 더 병력 부족
$killedAttacker *= $killedDefenderRatio;
$killedDefender = $defenderHP;
break;
}
else{
//공격자가 더 병력 부족
$killedDefender *= $killedAttackerRatio;
$killedAttacker = $attackerHP;
break;
}
}
//TODO: 전투 로그 기록(여기서??)
$attacker->decreaseHP(ceil($killedAttacker));
$defender->decreaseHP(ceil($killedDefender));
$attacker->addPhase();
if($defender->continueWar($noRice)){
$defender->addPhase();
$defender->addPhase();
//TODO: 기술로그 반영등은 이전 코드와 달리 동적으로 매 페이즈마다 추가 계산
if(!$attacker->continueWar($noRice)){
//TODO: 퇴각해야함
$attacker->addLose();
$defender->addWin();
$attacker->tryWound();
$defender->tryWound();
$josaYi = JosaUtil::pick($attacker->getCrewType()->name, '이');
$logger->pushGlobalActionLog("<Y>{$attacker->getName()}</>의 {$attacker->getCrewType()->name}{$josaYi} 퇴각했습니다.");
$attacker->getLogger()->pushGeneralActionLog("퇴각했습니다.", ActionLogger::PLAIN);
$defender->getLogger()->pushGeneralActionLog("<Y>{$attacker->getName()}</>의 {$attacker->getCrewType()->name}{$josaYi} 퇴각했습니다.", ActionLogger::PLAIN);
break;
}
else{
if(!$defender->continueWar($noRice)){
$attacker->addWin();
$defender->addLose();
$attacker->tryWound();
$defender->tryWound();
if($defender === $city){
$conquerCity = true;
break;
}
$josaYi = JosaUtil::pick($defender->getCrewType()->name, '이');
$logger->pushGeneralActionLog("<Y>{$defender->getName()}</>의 {$defender->getCrewType()->name}{$josaYi} 퇴각했습니다.");
$logger->pushGlobalActionLog("<Y>{$defender->getName()}</>의 {$defender->getCrewType()->name}{$josaYi} 퇴각했습니다.");
$attacker->getLogger()->pushGeneralActionLog("<Y>{$defender->getName()}</>의 {$defender->getCrewType()->name}{$josaYi} 퇴각했습니다.", ActionLogger::PLAIN);
$defender->getLogger()->pushGeneralActionLog("퇴각했습니다.", ActionLogger::PLAIN);
$defender = ($getNextDefender)($defender);
if($defender === null){
@@ -112,22 +171,33 @@ function processWar_NG(
}
if(!($defender instanceof WarUnitGeneral)){
throw new \RuntimeException('다음 수비자를 받아오는데 실패');
}
}
}
}
//TODO: 전투 종료
if($conquerCity){
//TODO: 도시 정복 처리
if (!$conquerCity) {
}
$conquerNation = false;
//TODO: 도시 정복 처리
//TODO: 패퇴면 메시지 별도
if($rawDefenderNation['rice'] <= 0){
}
//TODO: 공격자 경험치? (여기서?)
//TODO: DB 처리를 위한 반영
if(!$conquerNation){
}
//TODO:국가 정복 처리
}
+67 -8
View File
@@ -22,6 +22,7 @@ class WarUnit{
protected $oppose;
protected $warPower;
protected $warPowerMultiply = 1.0;
private function __construct(){
}
@@ -46,7 +47,7 @@ class WarUnit{
return 'EMPTY';
}
function getCrewType():GameUnitConst{
function getCrewType():GameUnitDetail{
return $this->crewType;
}
@@ -67,7 +68,7 @@ class WarUnit{
}
function getMaxPhase():int{
return 1;
return $this->getCrewType()->speed;
}
function setPrePhase(int $phase){
@@ -83,6 +84,22 @@ class WarUnit{
}
function getWarPower(){
return $this->warPower * $this->warPowerMultiply;
}
function getRawWarPower(){
return $this->warPower;
}
function getWarPowerMultiply(){
return $this->warPowerMultiply;
}
function setWarPowerMultiply($multiply = 1.0){
$this->warPowerMultiply = $multiply;
}
function computeWarPower(){
$oppose = $this->oppose;
@@ -90,6 +107,8 @@ class WarUnit{
$opDef = $oppose->getCrewType()->getComputedDefence($oppose->getRaw(), $oppose->getRawNation()['tech']);
// 감소할 병사 수
$warPower = GameConst::$armperphase + $myAtt - $opDef;
$opposeWarPowerMultiply = 1.0;
if($warPower <= 0){
//FIXME: 0으로 잡을때 90~100이면, 1은 너무 억울하지 않나?
$warPower = rand(90, 100);
@@ -110,14 +129,14 @@ class WarUnit{
$genDexAtt = getGenDex($this->getRaw(), $this->getCrewType()->id);
$oppDexDef = getGenDex($oppose->getRaw(), $this->getCrewType()->id);
$warPower *= getDexLog($genDexAtt, $oppDexDef);
$warPower *= $this->getCrewType()->getAttackCoef($oppose->getCrewType());
//FIXME : 이대로면 서로의 '공격력'만 반영됨 getDefenceCoef는 어따씀?
$opposeWarPowerMultiply *= $this->getCrewType()->getDefenceCoef($oppose->getCrewType());
//TODO:관직 보정 (상속받은 쪽에서..?)
//TODO:레벨 보정 (상속받은 쪽에서..?)
//TODO:특기 보정 (상속받은 쪽에서..?)
$this->warPower = $warPower;
return $warPower;
$this->oppose->setWarPowerMultiply($opposeWarPowerMultiply);
return [$warPower, $opposeWarPowerMultiply];
}
function addTrain(int $train){
@@ -138,6 +157,14 @@ class WarUnit{
return 100;
}
function addWin(){
//TODO: 1승 로그 추가
}
function addLose(){
//TODO: 1패 로그 추가
}
function getCharacter(){
//TODO: 나머지에 구현
return 0;
@@ -147,14 +174,46 @@ class WarUnit{
return false;
}
function useActiveItem():bool{
function checkBattleBeginSkill():bool{
return false;
}
function checkBattleBeginItem():bool{
return false;
}
function applyBattleBeginSkillAndItem(){
return false;
}
function checkActiveSkill():bool{
return false;
}
function checkActiveItem():bool{
return false;
}
function applyActiveSkillAndItem():bool{
return false;
}
function getHP():int{
return 1;
}
function decreaseHP(int $damage):int{
return false;
}
function tryAttackInPhase():int{
return 0;
}
function tryWound():bool{
return false;
}
function continueWar(&$noRice):bool{
//전투가 가능하면 true
$noRice = false;
-82
View File
@@ -40,88 +40,6 @@ class WarUnitCity extends WarUnit{
return $this->raw['name'];
}
function getCrewType():GameUnitConst{
return $this->crewType;
}
function getLogger():ActionLogger{
return $this->logger;
}
function getSpecialDomestic():int{
return $this->raw['special'];
}
function getSpecialWar():int{
return $this->raw['special2'];
}
function getItem():int{
return $this->raw['item'];
}
function getMaxPhase():int{
$phase = $this->getCrewType()->speed;
if($this->getSpecialWar() == 60){
$phase += 1;
}
return $phase;
}
function useBattleInitItem():bool{
$item = $this->getItem();
if($item == 0){
return false;
}
$itemActivated = false;
$itemConsumed = false;
$itemName = getItemName($item);
if($item == 3){
//탁주 사용
$this->genAtmos += 3;
$itemActivated = true;
$itemConsumed = true;
}
else if($item >= 14 && $item <= 16){
//의적주, 두강주, 보령압주 사용
$this->genAtmos += 5;
$itemActivated = true;
}
else if($item >= 19 && $item <= 20){
//춘화첩, 초선화 사용
$this->genAtmos += 7;
$itemActivated = true;
}
else if($item == 4){
//청주 사용
$this->genTrain += 3;
$itemActivated = true;
$itemConsumed = true;
}
else if($item >= 12 && $item <= 13){
//과실주, 이강주 사용
$this->genTrain += 5;
$itemActivated = true;
}
else if($item >= 18 && $item <= 18){
//철벽서, 단결도 사용
$this->genTrain += 7;
$itemActivated = true;
}
if($itemConsumed){
$this->raw['item'] = 0;
$this->updatedVar['item'] = true;
$josaUl = JosaUtil::pick($itemName, '을');
$this->getLogger()->generalActionLog("<C>●</><C>{$itemName}</>{$josaUl} 사용!");
}
return $itemActivated;
}
function continueWar(&$noRice):bool{
//전투가 가능하면 true
$noRice = false;
+143 -9
View File
@@ -20,6 +20,8 @@ class WarUnitGeneral extends WarUnit{
protected $genAtmosBonus = 0;
protected $genTrainBonus = 0;
protected $sniped = false;
function __construct($raw, $rawCity, $rawNation, $isAttacker, $year, $month){
setLeadershipBonus($raw, $rawNation['level']);
@@ -60,14 +62,6 @@ class WarUnitGeneral extends WarUnit{
return $this->raw['name'];
}
function getCrewType():GameUnitDetail{
return $this->crewType;
}
function getLogger():ActionLogger{
return $this->logger;
}
function getSpecialDomestic():int{
return $this->raw['special'];
}
@@ -98,7 +92,85 @@ class WarUnitGeneral extends WarUnit{
$this->updatedVar['atmos'] = true;
}
protected function getWarPowerMultiplyBySpecialWar():array{
//TODO: 장기적으로 if문이 아니라 객체를 이용하여 처리해야함
$myWarPowerMultiply = 1.0;
$opposeWarPowerMultiply = 1.0;
$specialWar = $this->getSpecialWar();
if($specialWar == 52){
$myWarPowerMultiply *= 1.20;
}
else if($specialWar == 60){
$myWarPowerMultiply *= 1.10;
}
else if($specialWar == 61){
$myWarPowerMultiply *= 1.10;
}
else if($specialWar == 50){
$opposeWarPowerMultiply *= 0.9;
}
else if($specialWar == 62){
$opposeWarPowerMultiply *= 0.9;
}
else if($specialWar == 75){
$opposeCrewType = $this->oppose->getCrewType();
if($opposeCrewType->reqCities || $opposeCrewType->reqRegions){
$myWarPowerMultiply *= 1.1;
$opposeWarPowerMultiply *= 0.9;
}
}
return [$myWarPowerMultiply, $opposeWarPowerMultiply];
}
function computeWarPower(){
[$warPower,$opposeWarPowerMultiply] = parent::computeWarPower();
$genLevel = $this->raw['level'];
if($this->isAttacker){
if($genLevel == 12){
$warPower *= 1.10;
}
else if($genLevel == 11 | $genLevel == 10 || $genLevel == 8 || $genLevel == 6){
$warPower *= 1.05;
}
}
else{
if($genLevel == 12){
$opposeWarPowerMultiply *= 0.90;
}
else if($genLevel == 11 || $genLevel == 9 || $genLevel == 7 || $genLevel == 5){
$opposeWarPowerMultiply *= 0.95;
}
else if($genLevel == 4 && $this->raw['no'] == $this->rawCity['gen1']){
$opposeWarPowerMultiply *= 0.95;
}
else if($genLevel == 3 && $this->raw['no'] == $this->rawCity['gen2']){
$opposeWarPowerMultiply *= 0.95;
}
else if($genLevel == 2 && $this->raw['no'] == $this->rawCity['gen3']){
$opposeWarPowerMultiply *= 0.95;
}
}
$expLevel = $this->raw['explevel'];
$warPower /= max(0.01, 1 - $expLevel / 300);
$opposeWarPowerMultiply *= max(0.01, 1 - $expLevel / 300);
[$specialMyWarPowerMultiply, $specialOpposeWarPowerMultiply] = $this->getWarPowerMultiplyBySpecialWar();
$warPower *= $specialMyWarPowerMultiply;
$opposeWarPowerMultiply *= $specialOpposeWarPowerMultiply;
$this->warPower = $warPower;
$this->oppose->setWarPowerMultiply($opposeWarPowerMultiply);
return [$warPower,$opposeWarPowerMultiply];
}
///전투 개시 시에 작동하여 1회에만 작동하는 아이템
function useBattleInitItem():bool{
$item = $this->getItem();
@@ -147,12 +219,74 @@ class WarUnitGeneral extends WarUnit{
$this->raw['item'] = 0;
$this->updatedVar['item'] = true;
$josaUl = JosaUtil::pick($itemName, '을');
$this->getLogger()->generalActionLog("<C>●</><C>{$itemName}</>{$josaUl} 사용!");
$this->getLogger()->pushGeneralActionLog("<C>{$itemName}</>{$josaUl} 사용!", ActionLogger::PLAIN);
}
return $itemActivated;
}
///전투 개시 시에 작동하여 매 장수마다 작동하는 스킬
function checkBattleBeginSkill():bool{
$skillResult = false;
if (!$this->sniped && $this->oppose instanceof WarUnitGeneral) {
if($this->raw['special2'] == 70 && Util::randBool(1/3)){
$snipe = true;
}
if($snipe){
$this->sniped = true;
$skillResult = true;
}
}
return $skillResult;
}
///전투 개시 시에 작동하여 매 장수마다 작동하는 아이템
function checkBattleBeginItem():bool{
$item = $this->getItem();
if(!$item){
return false;
}
$itemActivated = false;
$itemConsumed = false;
$itemName = getItemName($item);
if($item == 2){
if(!$this->sniped && $this->oppose instanceof WarUnitGeneral && Util::randBool(1/5)){
$itemActivated = true;
$itemConsumed = true;
$this->sniped = true;
}
}
if($itemConsumed){
$this->raw['item'] = 0;
$this->updatedVar['item'] = true;
$josaUl = JosaUtil::pick($itemName, '을');
$this->getLogger()->pushGeneralActionLog("<C>{$itemName}</>{$josaUl} 사용!", ActionLogger::PLAIN);
}
return $itemActivated;
}
function tryWound():bool{
if(Util::randBool(0.95)){
return false;
}
$wound = max(80, $this->raw['injury'] + rand(10, 80));
if($wound < $this->raw['injury']){
return false;
}
$this->raw['injury'] = $wound;
$this->updatedVar['injury'] = true;
$this->getLogger()->pushGeneralActionLog("전투중 <R>부상</>당했다!", ActionLogger::PLAIN);
return true;
}
function continueWar(&$noRice):bool{
if($this->raw['crew'] <= 0){
$noRice = false;